All Stats in Menace, Explained
MENACE is as much about stats as it is about strategy and tactics. Units with high stats will naturally outperform those with lower values, and not every squad you deploy will perform the same. Knowing what each of your soldiers’ attributes does is the key to understanding how combat in MENACE works, but given how overwhelming things can be in the game’s menus, learning what your stats do can be a bit daunting. To help with that, here’s a quick cheat sheet for your reference.
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All Soldier Stats in MENACE
|
Stat/Attribute |
Description |
|---|---|
|
Action Points/Agility |
The total number of points you can use for your unit’s actions. |
|
Accuracy/Weapon Skill |
Determines how well your units can hit targets. |
|
Discipline/Valour |
Dictates the amount of suppression the unit takes as well as how easily they waver or flee. |
|
Damage Reduction/Toughness |
Percentage value that reduces the damage the unit takes to each soldier’s hitpoints. |
|
Hitpoints/Vitality |
Determines the amount of damage a single soldier or vehicle can take. |
|
Critical Chance/Precision |
A percent chance to deal 50% more damage with a successful hit. |
|
Defense/Positioning |
Reduces the enemy’s accuracy against the unit. |
|
Promotion Tax |
Cumulatively increases the unit’s supply cost whenever it is promoted. |
|
Growth Potential |
Chance to increase a unit’s stat every time it takes a stat-related action (i.e. shooting = accuracy) |
|
Supply Cost |
The base amount of Supply Points the unit uses when deployed on a mission. |
You’ll notice that each unit has a separate Stats and Attributes window when you inspect them in the Squads or Mission Prep menus. Each Stat is associated to a specific Attribute; some translate to an equal 1:1 ratio, while others are slightly off or use a different scaling model.
What is Growth Potential in MENACE?
Growth Potential gives your characters the opportunity to increase their stats during combat, and unlike in most other turn-based games, it has a chance to trigger every time they perform or get in the receiving end of actions. When your unit shoots, they may receive a bump to their Accuracy stat, while getting suppressed may increase their Discipline stat. Here’s some important things to know about how this works:
- Trigger chance is determined by the unit’s current stat value and the attribute’s max value. For example, if you have 50 in Weapon Skill, you have a 50% chance to gain an extra Weapon Skill point.
- The Growth Potential number refers to the number of times the game rolls for a successful trigger. Following the example above, having 1 Growth Potential means you have only one 50% chance to improve a unit’s Weapon Skill. Meanwhile, 10 Growth Potential means you have 10 50% chances for a successful trigger.
- Stats grow at different rates based on how easy they are to trigger. Weapon Skill, for example, grows a lot slower compared to Vitality.
- There are diminishing returns to the stat gains caused by Growth Potential triggers.
Vision Range, Concealment, and Detection
All units have a Vision Range stat that determines how far they can see. This is affected by equipment, weather conditions, day/night time, and the Concealment and Detection stats. Concealment is subtracted against the Vision Range of a specific unit, while Detection is subtracted against a unit’s Concealment. For example, a unit with 9 Concealment is practically invisible to another unit with 10 Vision Range and 0 Detection unless they are standing next to each other. If the latter unit has 9 Detection, then approaching unit will always be visible if they are within Vision Range.
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All Weapon & Equipment Stats in MENACE
|
Stat |
Description |
|---|---|
|
Range |
The maximum range at which a weapon can fire (measured in tiles). |
|
Hitpoint Damage |
The amount of damage a single hit from a weapon deals to a target’s Hitpoints. |
|
Armor Damage |
The amount of damage a single hit does against a target’s Armor |
|
Armor Penetration |
Successful hits will directly damage a target’s Hitpoints if their Armor value is equal to or less than the Armor Penetration stat. |
|
Armor |
Absorbs damage based on a unit’s Armor Damage and Armor Penetration stats. |
|
Suppression |
Dictates how well weapons can build a target’s suppression bar. |
|
Elements Hit |
Determines how many entities a single hit from a weapon can hit. |
|
Rate of Fire |
Refers to the number of shots each model in a unit takes when firing. |
|
Accuracy Modifier |
Increases or decreases a unit’s accuracy on top of other modifiers. |
Weapons also have optimal ranges that affect a squad’s overall accuracy. Unlike in some other tactics-focused games, accuracy in MENACE diminishes over range, but weapons also have a sweet spot where their accuracy is at its highest. Guns like assault rifles and SMGs have higher accuracy at close range, but less accuracy at long range. The reverse is true for precision weapons like battle rifles, sniper rifles, and MMGs.
Accuracy is further affected by various other modifiers like a gun’s Accuracy Modifier and Cover, as well as the effects of certain perks, abilities, or accessories. Meanwhile, weapon damage falls off linearly; in most cases, the closer you are to a target, the more damage you’ll deal.
Suppressed targets take a massive penalty to their Accuracy stat. If you want to neutralize enemies without directly destroying them, lay down some suppressive fire.
Ammunition
The majority of weapons require ammunition to fire. Units can completely run out of ammo during a battle, and if they do, they won’t be able to use their weapons anymore for the duration of the mission unless they are resupplied. You can see how much ammunition your units have by checking the small number in their fire order commands, or the yellow blips on a weapon’s item card while managing your squads. You can increase the amount of ammo carried by your squads by equipping Ammo Boxes (this applies to vehicles as well).
How Does Armor Work in MENACE?
MENACE’s Armor system is designed to mimic how real armor plates work. They will prevent units from taking Hitpoint damage until a unit’s Armor is either completely broken, or the unit takes fire from high-caliber weapons.
Think of Armor as a second health bar. When it takes damage from guns that have low Armor Penetration, the total Armor value will be reduced based on a weapon’s Armor Damage value. When a unit’s remaining Armor meets or is beaten by a weapon’s Armor Penetration value, the incoming rounds will ignore Armor and reduce Hitpoints directly.